VIRTUAL CARD GAME LINKED TO PLAYER PERFORMANCE IN AN EVENT AND METHODS AND SYSTEMS FOR PROVIDING THE SAME
A virtual card game including a game server coupled to an events database with event data and a players database with player data; a plurality of game clients associated with game participants each coupled to the game server; wherein each game client transmits a pay-in amount to the game server; and the game server randomly deals a hand from a virtual card shoe having a plurality of virtual cards each corresponding to one or more players; receives player performance data corresponding to each of the players; calculates a card value for each virtual card based on the player performance data; calculates a virtual hand value for each game participant based on the card values; determines at least one winner based on the virtual hand value associated with each game participant; calculates a payout for each winner; and transmits the payout to the game client associated with each winner.
This patent application is a continuation-in-part of U.S. patent application Ser. No. 17/901,658 filed on Sep. 1, 2022, which is a continuation of U.S. patent application Ser. No. 16/376,618 filed on Apr. 5, 2019, now U.S. Pat. No. 11,436,674, which claims priority to U.S. Provisional Application No. 62/652,960 filed on Apr. 5, 2018, the disclosures of which are incorporated herein by reference in their entirety.
TECHNICAL FIELDThe present invention relates to market trading simulation via a middleware architecture including front-end and back-end components. More specifically methods, systems, and devices are disclosed for providing an enhanced sports league simulated stock exchange including volatility and competition via a service-oriented architecture (SOA) and a virtual card game linked to player performance in an event.
BACKGROUNDFantasy sports games and other sports simulations involve statistics for real athletes used with virtual teams. Participants select their virtual teams from the real athletes and use the real-world statistics of the real athletes. The virtual teams are then used in simulated competitions for prizes and/or monetary gain among the participants. A recent development also includes sports stock exchanges allowing participants (i.e., investors) to buy and sell shares in a simulated sports stock market associated with real teams in a sports league.
A limitation of fantasy sports leagues is that they require a significant time commitment from the participants. Participants spend considerable time creating their fantasy teams using systems such as virtual drafts. They then invest additional time in selecting players from their virtual team to play in each event. These substantial time commitments deter many sports fans from participating in fantasy leagues. Another limitation of fantasy leagues is that participants' opportunities to win are often determined early in a season, based on the team they assemble and based on early season results; this causes many participants to lose interest over time.
Accordingly, a need exists for a different type of game linked to sporting events that is easier to participate in and that includes random selections to give all participants an equal opportunity to win. While this type of game may include varying elements of skill, certain game types preferably involve a relatively small number of simple decisions in comparison to the complexity and time investment of fantasy sports leagues.
SUMMARYDisclosed is a virtual card game linked to player performance in an event and methods and systems for providing the same.
In accordance with an embodiment of the invention, the virtual card game linked to player performance includes a game server coupled to an events database having events data including one or more sporting events scheduled during a game time period; a players database having player data including a plurality of players scheduled to participate in the one or more sporting events; a plurality of game clients each coupled to the game server via a network connection, wherein each game client is associated with a game participant of a plurality of game participants; and the game server is configured to randomly deal a virtual hand from a virtual card shoe to each game participant, the virtual card shoe having a plurality of virtual cards, wherein each of the plurality of virtual cards corresponds to one or more players selected from the plurality of players; transmit the virtual hand of each game participant to the corresponding game client; receive player performance data corresponding to each of the plurality of players that is a measure of each player's performance in the one or more sporting events; calculate a card value for each virtual card based on the player performance data corresponding to the one or more players associated with each virtual card; calculate a virtual hand value for each game participant based on the card value for the plurality of virtual cards in the virtual hand dealt to each game participant; determine one or more winners from the plurality of game participants based on the virtual hand value associated with each game participant; calculate a payout from a pot for each winner of the one or more winners; and transmit the payout associated with each winner to the game client associated with each winner.
Each game client of the virtual card game may include one or more of a web browser and an app.
Each virtual card may be one of a player card corresponding to a single player selected from the multiplicity of players, or a team card corresponding to all players of the multiplicity of players that are on a single team.
The player performance data may include a plurality of player statistics, and the card value for each virtual card may be a function of the plurality of player statistics associated with the one or more players corresponding to each virtual card.
The function of the plurality of player statistics may be a weighted sum of the plurality of player statistics.
The plurality of player statistics associated with a player may include one or more positive statistics that represent a positive contribution of the player to the outcome of an event the player participates in; and one or more negative statistics that represent a negative contribution of the player to the outcome of an event the player participates in; and the weights in the weighted sum are positive for the one or more positive statistics and negative or the one or more negative statistics.
Each game client may be configured to accept one or more discarded virtual cards from the hand of the associated game participant and to transmit the one or more discarded virtual cards to the virtual card shoe.
The game server may be configured to deal a replacement virtual card from the virtual card shoe to the hand of each game participant for each discarded virtual card, wherein the replacement virtual card may correspond to one or more players selected from the plurality of players.
At one or more times prior to the end of the game time period, the game server may be configured to receive within-event updates to the player performance data while the one or more sporting events are occurring; calculate an interim card value for each virtual card based on the within-event updates to the player performance data; calculate an interim virtual hand value for each game participant based on the sum of the interim card value for the plurality of virtual cards in the virtual hand dealt to each game participant; and transmit the interim virtual hand value for each game participant to the corresponding game client; and the game client associated with each game participant may be configured to display the interim virtual hand value.
The game server may be configured to calculate an interim ranking for each game participant based on a distribution of interim virtual hand values and to transmit the interim ranking to the corresponding game client; and the game client associated with each game participant may be configured to display the interim ranking.
The game server may deal the virtual hand with a plurality of virtual cards to each game participant and be configured to calculate an expected card value for each virtual card from historical player performance data; calculate an expected virtual hand value for each game participant based on the sum of the expected virtual card value for the plurality of virtual cards in the virtual hand dealt to each game participant; and transmit the expected virtual hand value for each game participant to the corresponding game client; and, the game client associated with each game participant may be configured to display the expected virtual hand value.
The game server may be configured to calculate an expected ranking for each game participant based on a distribution of the expected virtual hand values and to transmit the expected ranking to the corresponding game client; and the game client associated with each game participant may be configured to display the expected ranking.
The game server may be coupled to one or more collectible sets, wherein each of the collectible sets includes one or more virtual card.
The game server may be configured to add the plurality of virtual cards in the hand of each game participant to a virtual card collection associated with each game participant; and when a virtual card collection associated with a game participant contains all or a predetermined number of the virtual cards in a collectible set of the one or more collectible sets, transmit to the game participant a reward corresponding to the collectible set.
At least one of the one or more collective sets may include at least one of (i) all of the virtual cards associated with all of the players on a team, and (ii) all of the virtual cards associated with all of the players in a league.
At least one of the one or more collective sets may include at least one of (i) a predetermined number of all of the virtual cards associated with all of the players on a team, and (ii) a predetermined number of all of the virtual cards associated with all of the players in a league.
The features and advantages described in this summary and the following detailed description are not all-inclusive. Many additional features and advantages will be apparent to one of ordinary skill in the art in view of the drawings, specification, and claims presented herein.
The accompanying drawings constitute a part of this specification and illustrate an embodiment of the invention and together with the specification, explain the invention.
The subject matter disclosed herein relates to middleware including front-end and back-end components. More specifically, devices, systems, and methods are disclosed for providing a middleware solution that provides a solution for the problem of providing an enhanced sports league simulated stock exchange including volatility and competition.
The following description and figures are illustrative and are not to be construed as limiting. Numerous specific details are described to provide a thorough understanding of the disclosure. However, in certain instances, well-known or conventional details are not described in order to avoid obscuring the description. References to “one embodiment” or “an embodiment” in the present disclosure can be, but not necessarily are, references to the same embodiment and such references mean at least one of the embodiments.
Reference in this specification to “one embodiment” or “an embodiment” means that a particular feature, structure, or characteristic described in connection with the embodiment is included in at least one embodiment of the disclosure. The appearances of the phrase “in one embodiment” in various places in the specification are not necessarily all referring to the same embodiment, nor are separate or alternative embodiments mutually exclusive of other embodiments. Moreover, various features are described which may be exhibited by some embodiments and not by others. Similarly, various requirements are described which may be requirements for some embodiments but not for other embodiments.
The terms used in this specification generally have their ordinary meanings in the art, within the context of the disclosure, and in the specific context where each term is used. Certain terms that are used to describe the disclosure are discussed below, or elsewhere in the specification, to provide additional guidance to the practitioner regarding the description of the disclosure. For convenience, certain terms may be highlighted, for example using italics and/or quotation marks. The use of highlighting has no influence on the scope and meaning of a term; the scope and meaning of a term is the same, in the same context, whether or not it is highlighted. It will be appreciated that same thing can be said in more than one way.
Consequently, alternative language and synonyms may be used for any one or more of the terms discussed herein, nor is any special significance to be placed upon whether or not a term is elaborated or discussed herein. Synonyms for certain terms are provided. A recital of one or more synonyms does not exclude the use of other synonyms. The use of examples anywhere in this specification, including examples of any terms discussed herein, is illustrative only, and is not intended to further limit the scope and meaning of the disclosure or of any exemplified term. Likewise, the disclosure is not limited to various embodiments given in this specification.
Without intent to limit the scope of the disclosure, examples of instruments, apparatus, methods and their related results according to the embodiments of the present disclosure are given below. Note that titles or subtitles may be used in the examples for convenience of a reader, which in no way should limit the scope of the disclosure. Unless otherwise defined, all technical and scientific terms used herein have the same meaning as commonly understood by one of ordinary skill in the art to which this disclosure pertains. In the case of conflict, the present document, including definitions, will control.
The SOA 102 is configured to provide a collection of services, wherein the services communicate with each other. The communications may range from simple exchanges of data to two or more services for coordinating one or more activities. Each service may be a function that is self-contained and well-defined. Each service may not depend on a state or context of each of the other services.
The SOA 102 includes at least SOA back-end components 104A and 104 b, and an SOA front-end component 106. The SOA back-end component 104A is configured to communicate with a league schedule service 108. The SOA back-end component 104A may receive a first dataset including at least a portion of a preseason schedule, a regular season schedule, and/or a post season schedule from the league schedule service 108. The SOA back-end component 104B is configured to communicate with a league statistics service 110. The SOA back-end component 104 B may receive a second dataset including real statistics for games played and/or players' performances associated with the real sports league. In some embodiments the league schedule service 108 and the league statistics service 110 may be a single service and the single service may communicate with only one SOA back-end component. The SOA 102 is further configured to determine at least a first per-share value of a plurality of simulated shares associated with at least one real team.
The SOA front-end component 106 is configured to communicate with a plurality of graphical user interfaces (GUIs) 112A-112C. Each GUI 112 may be provided by a user device (not shown in
The SOA 102 also includes a database 114. For example, the database may be an open-source database such as the MongoDB® database, the PostgreSQL® database, or the like. The SOA 102 is implemented within a cloud computing environment 118. The cloud computing environment 116 is a networked computing environment including one or more servers. In some embodiments, the one or more servers may include one or more virtualized servers. The SOA 102 may also be implemented within a virtual container, for example the Docker® virtual container.
The SOA back-end components 104A-B and the SOA front-end component may also include one or more network interfaces. The one or more network interfaces may be one or more wide area network (WAN) interfaces, local area network (LAN) interfaces, wired interfaces, wireless interfaces, and/or optical interfaces. Additionally, the one or more network interfaces may use one or more transfer protocols such as a hypertext transfer protocol (HTTP) session, an HTTP secure (HTTPS) session, a secure sockets layer (SSL) protocol session, a transport layer security (TLS) protocol session, a datagram transport layer security (DTLS) protocol session, a file transfer protocol (FTP) session, a user datagram protocol (UDP), a transport control protocol (TCP), or a remote direct memory access (RDMA) transfer protocol. In some embodiments, one or more of the network interfaces may be configured to communicate over the Internet.
An additional front-end component (not shown in
The SOA 102 may include a non-transitory computer readable medium including a plurality of machine-readable instructions, which when executed by one or more processors of the one or more servers, are adapted to cause the one or more servers to perform the steps of (1) receiving the first and second datasets, (2) determining the first per-share value, and (3) transmitting the first per-share value. In a preferred embodiment, the SOA 102 is implemented on a virtual (i.e., software implemented) server in the cloud computing environment 116. An Ubuntu® server (not shown in
The SOA 102 transforms the virtual server, the virtual container, and/or or the one or more servers into a machine that provides a solution for solving the problem of providing an enhanced sports league simulated stock exchange including volatility and competition among users (i.e., investors). Specifically, the SOA front-end components are operable to be combined with the SOA back-end components to form an operable SOA solution.
The Fandex server application 202 is configured to communicate over a network 206. In a preferred embodiment, the network 206 is the Internet. In other embodiments, the network 206 may be restricted to a private LAN and/or WAN. The network 206 provides connectivity with mobile devices 208A-208C. Fandex mobile apps 210A-210C are hosted on mobile devices 208A-208C and provide the GUIs 112A-112C of
In step one 302, the SOA 102 collects (e.g., receives) datasets associated with team schedules, per game statistics, and game results for games already played. The datasets may be associated with preseason, regular season, or post season play of the real sports league. In certain embodiments, the datasets may be collected daily during a time when no games are being played. For example, the datasets may be collected each day at 3:00 AM EST.
In step two 304, the SOA 102 organizes and preprocesses the datasets of step one 302 for per-share price calculations. The preprocessed datasets may be stored in the database 114 of
In step three 306, the SOA 102 calculates share prices. First an ELO rating or other type of rating is computed. Next, this rating is used to predict the remaining number of games each team will win and/or the total number of points each team is expected to score. Additionally, previous predictions may be used in this determination. Then a per-share price for each team is computed from the prediction. The per-share price for each team may also be stored in the database 114. In some embodiments the database 114 may be one or more “comma separated values” CSV files. The daily datasets are checked and compared against previous datasets for discrepancies. If a discrepancy is determined a previous dataset or portion of a previous dataset may be used.
In step four 308, the per-share price for each team is hosted on an API available to each Fandex mobile app 210 over the network 212 of
The processor 402 may be a multi-core server class processor suitable for hardware virtualization. The processor 402 may support at least a 64-bit architecture and a single instruction multiple data (SIMD) instruction set. The memory 404 may include a combination of volatile memory (e.g., random access memory) and non-volatile memory (e.g., flash memory). The database 406 may include one or more hard drives. The database 406 may provide at least a portion of the functionality of the database 114 described with
The datacenter network interface 408 may provide one or more high-speed communication ports to the data center switches, routers, and/or network storage appliances. The datacenter network interface may include high-speed optical Ethernet, InfiniB and (TB), Internet Small Computer System Interface iSCSI, and/or Fibre Channel interfaces. The administration UI may support local and/or remote configuration of the server by a data center administrator.
The network interface 512 may be a wired Ethernet interface or a Wi-Fi interface. The personal computer 502 may be configured to access remote memory (e.g., network storage and/or cloud storage) via the network interface 512. The UI 510 may include a keyboard, and a pointing device (e.g., mouse). The display 508 may be an external display (e.g., computer monitor) or internal display (e.g., laptop). In some embodiments, the personal computer may be a smart TV. In other embodiments, the display 508 may include a holographic projector.
In some embodiments, the processor 604 may be a mobile processor such as the Qualcomm® Snapdragon™ mobile processor. The memory 608 may include a combination of volatile memory (e.g., random access memory) and non-volatile memory (e.g., flash memory). The memory 608 may be partially integrated with the processor 604. The UI 610 and display 612 may be integrated such as a touchpad display. The WAN radios 614 may include 2G, 3G, 4G, and/or 5G technologies. The LAN radios 618 may include Wi-Fi technologies such as 802.11a, 802.11b/g/n, and/or 802.11ac circuitry. The PAN radios 620 may include Bluetooth® technologies.
One or more embodiments of the present disclosure may enable a virtual card game in which participants are dealt virtual cards that correspond to players in sporting events. The virtual cards in each hand may be valued based on the performance of the corresponding players.
Server 801 manages the association between the virtual card hands of the client devices and the performance of players in one or more sporting events. Each virtual card game is associated with a period of time during which certain specific sporting events are scheduled to take place. For example, one virtual card game may correspond to all the National Basketball Association basketball games that are scheduled to occur on a specific day; another virtual card game may correspond to all of the college football games that are scheduled to occur in a specific week. Virtual card games may be associated with any type or types of sport, including for example, without limitation, basketball, football, baseball, softball, soccer, hockey, golf, tennis, cricket, rugby, and auto racing. Sporting events may be amateur, professional, or both. The time period associated with a virtual card game may have any duration, including for example, without limitation, a day, an evening, a weekend, a week, a tournament over any number of days or hours, or an entire season. The time period may be in the future or the past, or it may be a period that includes the current time.
In the example shown in
As the sporting events 811, 812, 813 progress, information about the performance of the players (and teams) in the events is fed to database 802. In some embodiments, some or all of this information may be updated in almost real time immediately after a player takes an action that affects their performance. Player performance may be measured in any desired manner. For example, statistics that are generally associated with the sport being played may be captured on each player and stored in database 802. Illustrative statistics may include for example, without limitation, points scored and rebounds in basketball, yards gained and passes competed in football, goals and assists in soccer, and runs, hits, and errors in baseball. Server 801 may calculate a value for each virtual player card based on the player performance data in database 802. The virtual hand value for each participant may then be calculated based on the value of each of the virtual cards in the hand. Virtual card game participants may compete with one another for outcomes that depend on the relative value of their hands; for example, in an illustrative virtual card game the winners may be either or both of the hand or hands with the highest values or the hand or hands with the lowest values.
The virtual card game system illustrated in
Virtual card shoe 905 contains virtual player cards corresponding to the players that are scheduled to participate in the relevant sporting events for the virtual card game. The virtual “cards” may take any form and may be displayed in any manner; they need not resemble a physical card, for example. In one or more embodiments of the system, the virtual cards may not even be called “cards”; they may be given any name or label and any appearance. For example, virtual cards may be called “entries”, “stakes”, “tokens”, or any other term. When virtual player cards are displayed on a client application, they may show any information that is associated with the player or players linked to the card. In the example shown in
Server 801 performs a random selection 910 from virtual card shoe 905 to generate a virtual hand such as hand 833. The selection may be performed in any manner, using any degree of or type of randomness. Virtual player cards may be selected with or without replacement from shoe 905. In one or more embodiments, virtual player cards may be selected without replacement from the shoe, but the shoe may contain multiple copies of each virtual player card. In one or more embodiments, selection may be made within subgroups of virtual player cards; for example, in sports with different player positions such as football, a hand may consist of a quarterback card (selected randomly from all quarterback cards), a running back card (selected randomly from all running back cards), a linebacker card (selected randomly from all linebacker cards), and a kicker card (selected randomly from all kicker cards). Virtual hands may be constructed from the virtual card shoe using any algorithm and method.
In one or more embodiments of the virtual card game, one or more virtual cards in a virtual hand may correspond to more than one player. For example, in virtual hand 833, card 911 corresponds to an entire team of players. The virtual card game for this embodiment may for example deal 4 individual player cards and 1 team card to each participant. Multi-player cards may not necessarily correspond to entire teams; for example, a multi-player card in football might correspond to an entire defensive squad of one team, or to five linemen selected randomly from all teams. Multi-player virtual cards may be selected in any manner from the virtual card shoe 905.
In one or more embodiments of the virtual card game, the time period for the game may be in the past. This feature may allow participants to play a game where card values depend on the historical performance of players in sporting events that have already taken place, for example during a previous season or a previous tournament.
For multi-player virtual cards, the value of the virtual card may be calculated for example as the sum of the values for the individual players.
In one or more embodiments of the system, participants may have the option (or obligation) to discard one or more of the virtual cards initially dealt and receive replacement cards that are dealt from the virtual game shoe. This feature is illustrated in
In the example shown in
As illustrated in
Even at the beginning of the virtual card game, when hands have been dealt but before the sporting events have started, the game server 801 may calculate the expected value of the hand based for example on player's historical performances or based on any prediction algorithms that predict each player's performance, such as those disclosed herein. (For example, predictions may be based on each player's previous performances and may also take into account the opponents scheduled for the sporting events covered by the virtual card game.) The expected hand value may also be transmitted to each client and displayed, along with the expected rank in the game.
These different phases of calculating and displaying hand values and ranks are illustrated in
In one or more embodiments of the virtual card game system, the system may track the virtual player cards that have been dealt to a participant over multiple iterations of the virtual card game. The system may define one or more collections of virtual player cards, such as all of the virtual player cards corresponding to an entire team or league and may award a prize to a participant when they complete one of these collections. This feature is illustrated in
Database 802 tracks the virtual player cards that have been dealt to each participant over time, for multiple time periods corresponding to different iterations of the virtual card game.
As will be appreciated by one skilled in the art, aspects of the present invention may be embodied as a system, method or computer program product. Accordingly, aspects of the present invention may take the form of an entirely hardware embodiment, an entirely software embodiment (including firmware, resident software, micro-code, etc.) or an embodiment combining software and hardware aspects that may all generally be referred to herein as a “circuit,” “module” or “system.” Furthermore, aspects of the present invention may take the form of a computer program product embodied in one or more computer readable medium(s) having computer readable program code embodied thereon.
Any combination of one or more computer readable medium(s) may be utilized. The computer readable medium may be a computer readable signal medium or a computer readable storage medium (including, but not limited to, non-transitory computer readable storage media). A computer readable storage medium may be, for example, but not limited to, an electronic, magnetic, optical, electromagnetic, infrared, or semiconductor system, apparatus, or device, or any suitable combination of the foregoing. More specific examples (a non-exhaustive list) of the computer readable storage medium would include the following: an electrical connection having one or more wires, a portable computer diskette, a hard disk, a random access memory (RAM), a read-only memory (ROM), an erasable programmable read-only memory (EPROM or Flash memory), an optical fiber, a portable compact disc read-only memory (CD-ROM), an optical storage device, a magnetic storage device, or any suitable combination of the foregoing. In the context of this document, a computer readable storage medium may be any tangible medium that can contain or store a program for use by or in connection with an instruction execution system, apparatus, or device.
A computer readable signal medium may include a propagated data signal with computer readable program code embodied therein, for example, in baseband or as part of a carrier wave. Such a propagated signal may take any of a variety of forms, including, but not limited to, electro-magnetic, optical, or any suitable combination thereof. A computer readable signal medium may be any computer readable medium that is not a computer readable storage medium and that can communicate, propagate, or transport a program for use by or in connection with an instruction execution system, apparatus, or device.
Program code embodied on a computer readable medium may be transmitted using any appropriate medium, including but not limited to wireless, wireline, optical fiber cable, RF, etc., or any suitable combination of the foregoing.
Computer program code for carrying out operations for aspects of the present invention may be written in any combination of one or more programming languages, including object oriented and/or procedural programming languages. Programming languages may include, but are not limited to: Ruby, JavaScript, Java, Python, Ruby, PHP, C, C++, C #, Objective-C, Go, Scala, Swift, Kotlin, OCaml, or the like. The program code may execute entirely on the user's computer, partly on the user's computer, as a stand-alone software package, partly on the user's computer, and partly on a remote computer or entirely on the remote computer or server. In the latter situation scenario, the remote computer may be connected to the user's computer through any type of network, including a local area network (LAN) or a wide area network (WAN), or the connection may be made to an external computer (for example, through the Internet using an Internet Service Provider).
Aspects of the present invention are described with reference to flowchart illustrations and/or block diagrams of methods, apparatus (systems) and computer program products according to embodiments of the invention. It will be understood that each block of the flowchart illustrations and/or block diagrams, and combinations of blocks in the flowchart illustrations and/or block diagrams, can be implemented by computer program instructions.
These computer program instructions may be provided to a processor of a general purpose computer, special purpose computer, or other programmable data processing apparatus to produce a machine, such that the instructions, which execute via the processor of the computer or other programmable data processing apparatus, create an ability for implementing the functions/acts specified in the flowchart and/or block diagram block or blocks.
These computer program instructions may also be stored in a computer readable medium that can direct a computer, other programmable data processing apparatus, or other devices to function in a particular manner, such that the instructions stored in the computer readable medium produce an article of manufacture including instructions which implement the function/act specified in the flowchart and/or block diagram block or blocks.
The computer program instructions may also be loaded onto a computer, other programmable data processing apparatus, or other devices to cause a series of operational steps to be performed on the computer, other programmable apparatus or other devices to produce a computer implemented process such that the instructions which execute on the computer or other programmable apparatus provide processes for implementing the functions/acts specified in the flowchart and/or block diagram block or blocks.
The flowchart and block diagrams in the Figures illustrate the architecture, functionality, and operation of possible implementations of systems, methods and computer program products according to various embodiments of the present invention. In this regard, each block in the flowchart or block diagrams may represent a module, segment, or portion of code, which comprises one or more executable instructions for implementing the specified logical function(s). It should also be noted, in some alternative implementations, the functions noted in the block may occur out of the order noted in the figures. For example, two blocks shown in succession may, in fact, be executed substantially concurrently, or the blocks may sometimes be executed in the reverse order, depending upon the functionality involved. It will also be noted that each block of the block diagrams and/or flowchart illustration, and combinations of blocks in the block diagrams and/or flowchart illustration, can be implemented by special purpose hardware-based systems that perform the specified functions or acts, or combinations of special purpose hardware and computer instructions.
The terminology used herein is for the purpose of describing particular embodiments only and is not intended to be limiting of the invention. As used herein, the singular forms “a,” “an” and “the” are intended to include the plural forms as well, unless the context clearly indicates otherwise. It will be further understood that the terms “comprises” and/or “comprising,” when used in this specification, specify the presence of stated features, integers, steps, operations, elements, and/or components, but do not preclude the presence or addition of one or more other features, integers, steps, operations, elements, components, and/or groups thereof.
The corresponding structures, materials, acts, and equivalents of all means or step plus function elements in the claims below are intended to include any structure, material, or act for performing the function in combination with other claimed elements as specifically claimed. The description of the present invention has been presented for purposes of illustration and description but is not intended to be exhaustive or limited to the invention in the form disclosed. Many modifications and variations will be apparent to those of ordinary skill in the art without departing from the scope and spirit of the invention. The embodiment was chosen and described in order to best explain the principles of the invention and the practical application, and to enable others of ordinary skill in the art to understand the invention for various embodiments with various modifications as are suited to the particular use contemplated.
The descriptions of the various embodiments of the present invention have been presented for purposes of illustration but are not intended to be exhaustive or limited to the embodiments disclosed. Many modifications and variations will be apparent to those of ordinary skill in the art without departing from the scope and spirit of the described embodiments. The terminology used herein was chosen to best explain the principles of the embodiments, the practical application or technical improvement over technologies found in the marketplace, or to enable others of ordinary skill in the art to understand the embodiments disclosed herein.
Claims
1. A virtual card game linked to player performance, comprising:
- a game server coupled to an events database comprising events data comprising one or more sporting events scheduled during a game time period; and a players database comprising player data comprising a plurality of players scheduled to participate in the one or more sporting events during the game time period; and
- a plurality of game clients each coupled to the game server, wherein each game client is associated with a game participant of a plurality of game participants;
- wherein the game server is configured to randomly deal a virtual hand from a virtual card shoe to each game participant, the virtual card shoe comprising a plurality of virtual cards, wherein each of the plurality of virtual cards corresponds to one or more players selected from the plurality of players; transmit the virtual hand of each game participant to the corresponding game client; receive player performance data corresponding to each of the plurality of players that is a measure of each player's performance in the one or more sporting events; calculate a card value for each virtual card based on the player performance data corresponding to the one or more players associated with each virtual card; calculate a virtual hand value for each game participant based on the card value for the plurality of virtual cards in the virtual hand dealt to each game participant; determine one or more winners from the plurality of game participants based on the virtual hand value associated with each game participant; calculate a payout from a pot for each winner of the one or more winners; and transmit the payout associated with each winner to the game client associated with each winner.
2. The virtual card game linked to player performance of claim 1, wherein each game client comprises one or more of a web browser and an app.
3. The virtual card game linked to player performance of claim 1, wherein each virtual card is one of
- a player card corresponding to a single player selected from the multiplicity of players; or
- a team card corresponding to all players of the multiplicity of players that are on a single team.
4. The virtual card game linked to player performance of claim 1, wherein
- the player performance data comprises a plurality of player statistics; and
- the card value for each virtual card comprises a function of the plurality of player statistics associated with the one or more players corresponding to each virtual card;
5. The virtual card game linked to player performance of claim 4, wherein the function of the plurality of player statistics is a weighted sum of the plurality of player statistics.
6. The virtual card game linked to player performance of claim 5, wherein
- the plurality of player statistics associated with a player comprises one or more positive statistics that represent a positive contribution of the player to the outcome of an event the player participates in; and one or more negative statistics that represent a negative contribution of the player to the outcome of an event the player participates in; and
- the weights in the weighted sum are positive for the one or more positive statistics and negative for the one or more negative statistics.
7. The virtual card game linked to player performance of claim 1, wherein
- each game client is further configured to accept one or more discarded virtual cards from the hand of the associated game participant and to transmit the one or more discarded virtual cards to the virtual card shoe; and
- the game server is further configured to deal a replacement virtual card from the virtual card shoe to the hand of each game participant for each discarded virtual card, wherein the replacement virtual card corresponds to one or more players selected from the plurality of players.
8. The virtual card game linked to player performance of claim 1, wherein
- at one or more times prior to the end of the game time period, the game server is further configured to receive within-event updates to the player performance data while the one or more sporting events are occurring; calculate an interim card value for each virtual card based on the within-event updates to the player performance data; calculate an interim virtual hand value for each game participant based on the sum of the interim card value for the plurality of virtual cards in the virtual hand dealt to each game participant; and transmit the interim virtual hand value for each game participant to the corresponding game client; and
- the game client associated with each game participant is further configured to display the interim virtual hand value.
9. The virtual card game linked to player performance of claim 8, wherein
- the game server is further configured to calculate an interim ranking for each game participant based on a distribution of interim virtual hand values and to transmit the interim ranking to the corresponding game client; and
- the game client associated with each game participant is further configured to display the interim ranking.
10. The virtual card game linked to player performance of claim 1, wherein
- when the game server deals the virtual hand comprising a plurality of virtual cards to each game participant, the game server is further configured to calculate an expected card value for each virtual card from historical player performance data; calculate an expected virtual hand value for each game participant based on the sum of the expected virtual card value for the plurality of virtual cards in the virtual hand dealt to each game participant; and transmit the expected virtual hand value for each game participant to the corresponding game client; and
- the game client associated with each game participant is further configured to display the expected virtual hand value.
11. The virtual card game linked to player performance of claim 10, wherein
- the game server is further configured to calculate an expected ranking for each game participant based on a distribution of the expected virtual hand values and to transmit the expected ranking to the corresponding game client; and
- the game client associated with each game participant is further configured to display the expected ranking.
12. The virtual card game linked to player performance of claim 1, wherein
- the game server is further coupled to one or more collectible sets, wherein each of the collectible sets comprise one or more virtual cards; and
- the game server is further configured to add the plurality of virtual cards in the hand of each game participant to a virtual card collection associated with each game participant; and when a virtual card collection associated with a game participant contains all of the virtual cards in a collectible set of the one or more collectible sets, transmit to the game participant a reward corresponding to the collectible set.
13. The virtual card game linked to player performance of claim 12, wherein at least one of the one or more collective sets comprises at least one of:
- all of the virtual cards associated with all of the players on a team; and
- all of the virtual cards associated with all of the players in a league.
14. The virtual card game linked to player performance of claim 12, wherein at least one of the one or more collective sets comprises at least one of:
- a predetermined number of all of the virtual cards associated with all of the players on a team; and
- a predetermined number of all of the virtual cards associated with all of the players in a league.
15. The virtual card game linked to player performance of claim 1, wherein the virtual card shoe is updated in real time during the game time period such that the virtual player cards corresponding to a sporting event are removed from the virtual card shoe when the sporting event has started.
16. The virtual card game linked to player performance of claim 1, wherein
- each game client is configured to accept a pay-in amount from the associated game participant and to transmit the pay-in amount to the game server; and
- the game server is configured to calculate the payout based on the total pay-in received from the plurality of game clients.
Type: Application
Filed: Mar 24, 2023
Publication Date: Sep 28, 2023
Inventors: Edward TIRYAKIAN (Durham, NC), Matthew D'ALESSANDRO (Durham, NC), Nicholas CANOVA (Durham, NC), Kyle CARROZZA (Durham, NC)
Application Number: 18/126,237